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Interactive Animation of Virtual Characters: Application to Virtual Kung-Fu Fighting

机译:虚拟字符的交互式动画:应用于虚拟功夫战斗的应用

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This paper aims at proposing a framework for animating virtual humans that can efficiently interact with real users in virtual reality (VR). If the user's order can be modeled as targets and commands, the system searches a database for the most convenient behavior. In order to avoid using a huge database that can deal with any kind of situation, we propose to associate this searching process to an adaptation module. Hence, even if the selected motion is not perfectly suited with the situation, it can be adapted in order to reach accurately the target specified by the user. This framework is illustrated with a kung-fu fighter example. Two people are involved in this example: the user and the supervisor. The user is displacing in the real environment while the position of his head is tracked in real-time thanks to reflective markers. The virtual opponent follows the displacement of the user to stay close to him. At any time, the supervisor can ask the virtual character to kick or punch the user. Our system automatically searches for the convenient motion in an average-size database (75 motions compared to hundreds of motions required for motion graphs) and adapts it to the current situation.
机译:本文旨在提出一种框架,用于动画虚拟人,可以有效地与虚拟现实中的真实用户互动(VR)。如果用户的顺序可以被建模为目标和命令,则系统搜索数据库以获取最方便的行为。为了避免使用可以处理任何类型的数据库,我们建议将此搜索过程与适应模块相关联。因此,即使所选运动不完全适合这种情况,也可以调整它以便准确地达到用户指定的目标。该框架用Kung-Fu战斗机示例说明。在这个例子中涉及两个人:用户和主管。用户在真实环境中移动,而他的头部的位置是实时跟踪的,因为反射标记被实时跟踪。虚拟对手遵循用户的位移,以靠近他。随时,主管可以要求虚拟字符踢或打击用户。我们的系统自动搜索平均大小的数据库中的方便运动(与运动图所需的数百个运动相比,75个运动)并将其适应到当前情况。

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